Studio Mode¶
Studio Mode provides advanced features for power users and studios who want to create custom recipes and have more control over asset scaffolding.
Accessing Studio Mode¶
- Open Asset Scaffolding
- Click the gear icon (⚙️) in the top-right corner
- Select Studio Mode
Or use the keyboard shortcut (if configured).
Studio Mode Features¶
Quick Create¶
Fast access to all recipes without browsing categories:
- Open Studio Mode
- Click Quick Create
- Type to search any recipe
- Press Enter to create
Perfect for experienced users who know what they want.
Recipe Designer¶
Create and customize your own asset recipes.
Creating a New Recipe¶
- Go to Studio Mode → Recipe Designer
- Click New Recipe
- Define the recipe:
Basic Information:
- Name: Recipe display name
- Category: Where it appears (Characters, UI, etc.)
- Description: What this recipe creates
- Icon: Visual representation
Asset Type:
- Select the base asset type (Blueprint, Widget, etc.)
- Choose the parent class (Actor, Character, UserWidget, etc.)
Components:
Add components to include:
Default Properties:
Set initial property values:
Events:
Pre-configure event implementations:
- BeginPlay
- EndPlay
-
Custom events
-
Click Save Recipe
Editing Existing Recipes¶
- Open the Recipe Library
- Find the recipe
- Click Edit
- Make changes
- Save
Note
Built-in recipes cannot be edited, but you can Duplicate them and modify the copy.
Recipe Library¶
Browse and manage all available recipes:
Built-in Recipes¶
Curated recipes that ship with Asset Scaffolding:
- Professional quality
- Well-tested
- Regularly updated
Custom Recipes¶
Your own recipes:
- Saved per-user
- Can be exported/imported
- Shareable with team
Recipe Details¶
Click any recipe to see:
- Full description
- What components it includes
- Default property values
- Dependencies required
- Preview of generated code
C++ Class Discovery¶
Extend your game from existing C++ classes:
- Go to Studio Mode → C++ Discovery
- Browse your project's C++ classes
- Click a class to see:
- Inheritance hierarchy
- Available methods
- Properties
- Click Create Recipe from Class to generate a Blueprint recipe
This is powerful for:
- Creating Blueprints from C++ bases
- Understanding your codebase
- Bridging C++ and Blueprint workflows
Project Settings Automation¶
Configure common project settings automatically:
- Go to Studio Mode → Project Settings
- Choose a preset:
- FPS Defaults: Input for shooters
- RPG Defaults: Input for adventure games
- Platformer Defaults: 2D-style input
- Mobile Defaults: Touch input
- Click Apply
Settings affected:
- Input mappings
- Enhanced input actions
- Default game mode
- Map settings
Creating Custom Recipes¶
Recipe Structure¶
A recipe consists of:
Recipe:
name: "My Custom Actor"
category: "Mechanics"
description: "A custom interactive actor"
asset_type: "Blueprint"
parent_class: "Actor"
components:
- type: "StaticMeshComponent"
name: "Mesh"
defaults:
Mobility: "Movable"
- type: "BoxComponent"
name: "Trigger"
defaults:
CollisionEnabled: "QueryOnly"
events:
- name: "BeginPlay"
implementation: |
// Custom begin play logic
- name: "OnTriggerOverlap"
implementation: |
// Handle overlap
dependencies:
- "GameplayInterface"
Best Practices¶
Keep Recipes Focused¶
Each recipe should create one cohesive system:
- Good: "HealthPickup" - pickup that restores health
- Bad: "PickupAndEnemyAndUI" - too many concerns
Use Clear Names¶
- Good: "ThirdPersonCharacter", "MainMenuWidget"
- Bad: "MyActor", "Thing1"
Document Dependencies¶
Clearly state what other systems are needed:
dependencies:
- "InventoryComponent" # Required for item storage
- "PlayerInterface" # For interaction
Test Before Sharing¶
Before sharing recipes:
- Create a fresh project
- Apply the recipe
- Verify it compiles
- Test basic functionality
Exporting and Importing Recipes¶
Export¶
Share recipes with team members:
- Open Recipe Library
- Select recipes to export
- Click Export
- Save the
.asrecipefile
Import¶
Add recipes from others:
- Open Recipe Library
- Click Import
- Select the
.asrecipefile - Recipes appear in Custom section
Team Sharing¶
For studios, consider:
- Shared network folder for recipes
- Version control for recipe files
- Recipe naming conventions
Tips for Studio Mode¶
Start from Examples¶
When creating custom recipes:
- Find a built-in recipe similar to what you want
- Duplicate it
- Modify the copy
- Test thoroughly
Use C++ Discovery¶
If your team has C++ classes:
- Discover them in Studio Mode
- Generate Blueprint recipes
- Create standardized Blueprints from C++ bases
Automate Common Patterns¶
If you create the same thing repeatedly:
- Make it a recipe
- Save time on future projects
- Ensure consistency
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